Applying Computational Aesthetics to a Video Game Application Using Machine Learning

ERDEM, Ali Naci
Halıcı, Uğur
The authors have developed a novel approach to evaluating the aesthetic quality of the camera direction in video game scenes rendered in real time while the game is being played. Their goal was to improve the visual aesthetic quality of computer-generated images using a computational aesthetics approach via a regression machine learning model. Considering the challenges and limitations involved, the proposed approach yielded promising prediction performance. The results show that near-real-time aesthetic analysis and visual improvement is possible using a virtual camera director.


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Procedural content generation (PCG) has been an essential catalyzer in the last decade with its efficiency in creating game elements such as textures, game levels, and maps. Despite being successfully applied in various studies, new reliable evaluation tools are still needed to assess the quality of the generated game content. One example limitation of procedurally generated game worlds is the lacking spatial configuration. To address this issue, in this study, an assessment method was developed to evaluate...
Interactive editing of complex terrains on parallel graphics architectures
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Rendering large terrains on large screens at interactive frame rates is a challenging area of computer graphics. In the last decade, real-time terrain rendering on large screens played a significant role in various simulations and virtual reality systems. To fulfill the demand of these systems, two software tools are developed. The first tool is a Terrain Editor that creates and manipulates large terrains. The second is a Multi-Display Viewer that displays the created terrains on multiple screens. Since the...
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Cloth simulations improve realism of video games by extending interactivity of virtual environment and characters. Cloth is a heterogeneous material and it has anisotropic features which can increase immersion especially in a tearing scenario. Today, most video games ignore this fact mainly due to its complexity. However, style of the final output is highly valuable for video games and addition of anisotropic tearing can improve output quality. Shape of cloths can change, meaning that relative distance of t...
Improving the sight efficiency of visually impaired people with games that can be played with motion capture systems
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This thesis researches whether the life skills and eye-body coordination of the visually impaired children can be improved through the use of video games which use motion capture system as input. It also researches what kind of video games can be developed and how they can be used in order to provide benefit to visually impaired children. This study was conducted as a mix of qualitative and quantitative studies. It was carried out in six phases. In the first phase, the psychomotor development areas of the v...
An evaluation of image reproduction algorithms for high contrast scenes on large and small screen display devices
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Rendering high contrast scenes on display devices with limited dynamic range is a challenging task. Two groups of algorithms have emerged to take up this challenge: tone mapping operators (TMOs) and more recently exposure fusion (EF) techniques. While several formal evaluation studies comparing TMOs exist, no formal evaluation has yet been performed that compares EF techniques with each other or compares them against TMOs. Moreover, with the advancements in hand-held devices and programmable digital cameras...
Citation Formats
A. N. ERDEM and U. Halıcı, “Applying Computational Aesthetics to a Video Game Application Using Machine Learning,” IEEE COMPUTER GRAPHICS AND APPLICATIONS, pp. 23–33, 2016, Accessed: 00, 2020. [Online]. Available: